Finally!
Here it is, at last. Everybody has been pushing me so hard to get this update done, even though
most of its delay wasn't even my fault...the university kicked me off the network
for a start, so I had to use other peoples accounts everytime I went online. But enough of that...
here's another reason why this update took longer than usual:
Optic the Great
As you might already know Optic has started a major assault on the custom level tables, by
doing nearly all levels listed at cdrom.com. His initial goal was to get 30 of his demos into
one update, but he got way more than that: 66 speedruns! Hold tight, here they are...
- Armageddon2 in 0:43, easy
- doom2_01 in 0:09, easy
- doom2_01 in 0:09, nightmare
- Armour of God in 0:28, easy,
two seconds faster than Carl
- Badlands 1 in 1:30, easy
- Badlands 2 in 2:49, easy
- BC Dwellings in 0:41, easy
- The Beaches of Hell in 0:18, easy
- The Beaches of Hell in 0:38, easy 100%
- The Beaches of Hell in 0:10, nightmare
- The Beaches of Hell in 0:28, nightmare 100%
- Blister in 0:48, easy
- Blister 2 in 1:02, easy
- Bridges and Towers in 0:51, easy,
taking his record back from Evan
- Bubbah's Slate in 0:14, easy
- Bubbah's Slate in 0:14, nightmare
- The Catacombs in 0:32, easy
- The Catacombs in 0:33, nightmare
- Court Despair in 1:30, easy
- Death Church in 1:03, easy
- Welcome to Compugib! in 0:34, easy
- Welcome to Compugib! in 0:37, nightmare
- The Comm Center in 1:06, nightmare,
seven seconds faster than Mr. Shambler's time
- By ConToCon in 0:11, easy
- By ConToCon in 0:11, nightmare
- By ConToCon in 0:24, easy 100%
- By ConToCon in 0:24, nightmare 100%
- The Climb in 1:05, easy
- The Climb in 1:04, nightmare
- Trouble Down t'Pit in 2:02, easy
- The Crucible in 1:04, easy
- The Black Crypt in in 0:21, easy
- The Black Crypt in in 0:22, nightmare
- Cult in 0:26, easy
- Cult in 0:26, nightmare
- Dark Ages in 0:33, easy
- Dark Ages in 0:35, nightmare
- Liquid Despair in 1:29, easy
- Darkfist in 3:15, easy
- Base of Disgrace in 1:00, easy
- The Disturbed in 1:02, easy
- Teleporters in 0:08, easy
- Teleporters in 0:08, nightmare
- Teleporters in 0:31, easy 100%
- Teleporters in 0:32, nightmare 100%
- Darknite in 1:50, easy
- Drakopf in 0:14, easy
- Drakopf in 0:14, nightmare
- The Dwelling in 0:50, easy
- Earthworld in 1:25, easy
- The Eldencross in 0:29, easy
- Erotique in 0:26, easy
- Evilpool in 0:08, easy
- Evilpool in 1:39, easy 100%
- Evilpool in 0:08, nightmare
- Eye Socket in 1:00, easy
- End of Time in 1:07, easy
- Reol Tough: Damnation in 2:28, easy
- Fireworld in 0:45, easy
- IKSPQ5 in 1:03, easy, two seconds faster
than his old time
- Mexx5 in 1:27, nightmare,
seven seconds faster than Mr-J[!!]
- The Netherworld in 1:15, easy,
seven seconds faster than Evan
- Bridge to Fire in 0:38, easy
- The Underworld in 1:22, easy,
three seconds faster than Matthias
- Zer1m1 in 0:47, easy, two seconds
faster than Evan's old time
- Zer1m1 in 0:48, nightmare, six seconds
faster than my old time
well, I guess Justin "ownz" the custom-level table....=)
As always, the appropriate levels can be downloaded from the tables.
Demos by others
Evan did three demos:
- Easy Guardhouse 100% in 0:57,
one second faster than Carl
- Easy Mexx9a in 1:30,
two seconds faster than Optic
- Easy Village of the Dread in 1:55,
five seconds faster than Rikkert
Mr-J[!!] submitted four runs:
- Easy Black1 in 1:10, five seconds better
than Carl
- Easy Mexx6 in 1:52, five seconds faster
than Matthias
- Nightmare Mexx6 in 2:07, seven seconds
improvement over his own record
- Easy Mexx8b in 0:52, another five sec improvement,
over Matthias' old time
Next we've got Carl:
- Easy Elektra Complex 100% in 1:19,
a six second improvement over Nolan's old record
- Easy Epoch Turning 100% in 2:41
We received a Comm Center in 1:09 on skill 3 by Carl too, but Optic was just three seconds faster.
and some 100% demos by me:
- doom2_01 100% in 0:31, easy
- doom2_07 100% in 0:18, easy
- doom2_07 100% in
0:30, nightmare
- ikspq1 100% in 2:51, nightmare
Custom Level Quake Coops
Yet another one:
- doom2_01 EH in 0:24,
by Rikkert Wiggerink and me
Regular Quake Coops
I know I'm not supposed to update regular Quake demos, but for some reason these demos were not posted
last time even though I had sent them a long time before...and since Nolan's 100 sec improvement of my
z7 got through too, I figured I could just as well update these now =)
Coen and I did some more coops:
- e3m2 EH in 0:58,
ten seconds faster than our old time
- r2m8 ER in 0:29,
the first Dissolution-coop...quite a cool level for 6p coop =)
And a three player run as well:
- e1m5 EH 3p in 0:41,
done together with Rutger Reubens, three seconds faster than the four-player time =)
Comments
I still can't believe it..86 demos in one update. Even as I was uploading the html, Optic's demos kept
flooding my mailbox; the ones I posted aren't even all of them, so my next update will feature the demos
that didn't make it this time. Since writing this update involved writing more than 300 links, I'll
probably messed up one, so please inform us if you find a malfunctioning one.
New Quake demos
Ilkka did his usual amout of hipnotic demos:
- h1m2 on easy in 0:13, 44 (!) seconds better than his previous demo.
- h1m2 on nightmare in 0:13, 45 (!) seconds better than his previous demo.
- h1m3 on easy in 1:09, four seconds better than Optic.
- h1m5 on easy in 1:43, four seconds better than Optic.
- h1m5 on nightmare in 1:56, 48 seconds better than my old demo.
- h2m2 on easy in 0:35, six seconds better than his previous demo.
- h2m3 on easy in 0:44, two seconds better than Evan.
- h2m5 on easy in 0:37, one second better than Optic.
- h3m3 on easy in 0:45, two seconds better than Optic.
Will Marsh only does levels with a 1 and a 3 in them...
- He improved Yonatan's nightmare run of e3m1 by one seconds to get 0:42, and claimed it to be his last ever Quake demo.
- He lied :) He continued with a 100% of e3m1 on nightmare in 1:55, three seconds better than Yonatan's qd100q demo.
- and e1m3 on nightmare in 0:29, one second better than his previous amazing demo.
Optic did a few demos...
- e3m6 on nightmare in 0:54, three seconds better than Matthias.
- e4m7 on easy in 0:52, one second better than Evan.
- h1m3 on nightmare in 1:21, six seconds better than my old demo.
He has also been going through all the custom levels listed on crash's Quake page and doing speed runs of the ones with good ratings. He's into the Ds, but I leave those demos to Jesse...
Carl Tholin ran e2m4 on easy in 0:52, one second better than Gunnar.
Steinar Vatne reclaims e1m8 from Ilkka by improving his easy demo by one second, to get 0:33.
20k
Visitor #20000 was "Coen van der Poll (QED)" A pic was sent in by his friend,
"D.S.B.V. Punch", who was visitor #19999.
New q2timer
I need to comment that the "restart" command is still in the air at this point.
I've been having lots of trouble just fixing the "console bug" but I know I can
get it fixed...
New Features in Upcoming Q2Timer
Q2Timer ver 1.1 will be completed shortly after Quake 2 ver 3.16 is released. Changes in Q2Timer should include:
- Fixes the Console Bug when starting a map
- Fixes the cl_minfps Bug
- A "restart" command to restart a map without having to reload it
- Intermission now shows time accurate to the nearest second. Time accurate to the nearest tenth of a second is printed in console
Changes in Quake II Rules
We will not be accepting any more Quake II demos until Quake 2 v3.16 and Q2Timer v1.1 is released. After the release, all the Quake II demos will be removed. The Q2 best times tables will be wiped clean, and Quake II running will start from scratch again.
There are 2 main reasons why we want to reset the table. Firstly, Quake II physics have changed since v3.15. Secondly, we have decided to drop the fraction in the time for Quake II runs. Yes, that means that like in the Quake runs, times like :16.4 will be interpreted as :16, and in order to beat the record of :16, you need to achieve a :15.9 or better.
The the reasons why we want to take times accurate to the second instead of a tenth of a second? Firstly, it's starting to get really silly in some maps where improvements of 0.1s comes in every day. Secondly, we believe that speed-runners who come up with better routes which saves seconds should be rewarded. It's really disheartening to come up with a cool route with cool tricks, but only to see another player copy it and do it 0.1 seconds better.
There will no doubt be a fight right after the release of Q2Timer v1.1, and in order not to have one person who first hear about the release of Q2Timer hog all the "super-short" levels, we've decided that the current owners of the records to such level will be given the first chance to equal their time with Q2Timer v1.1. We will only operate by "first come, first served" if the record owners don't attempt to equal their time after 3 days, or if someone submits a time faster than the current one.
Yes, these changes are drastic, but we believe they're all for the better. If you have any opinions, feel free to write to us.
Quake II Demos
Fredrik Arvidsson made 1 demo:
- Easy mine2 in 0:37.4, 0.9 seconds improvement over Col Korn's previous record
Col Korn made several demos:
- Hard base1 in 0:13.0, 0.1 seconds improvement over Col Korn's previous record
- Hard bunk1b in 0:25.9, 0.6 seconds improvement over Black Out's previous record
- Easy mintro in 0:24.7, 0.1 seconds improvement over Black Out's previous record
- Hard mintro in 0:24.8, 0.4 seconds improvement over Black Out's previous record
Quake II Co-op Demos
Yes, the first Quake II Co-op Demos. The team of Will Marsh, Black Out and Optic made 1 demo:
And the team of Will Marsh and Black Out made 3 demos:
John Carmack to Fix cl_minfps Bug?
From John Carmack's .plan:
I have also concluded that the networking architecture for Quake 2 was
just not the right thing. The interpolating 10 hz server made a lot of
animation easier, which fit with the single player focus, but it just
wasn't a good thing for internet play.
Quake 3 will have an all new entity communication mechanism that should
be solidly better than any previous system. I have some new ideas that go
well beyond the previous work that I did on QuakeWorld.
Its tempting to try to roll the new changes back into Quake 2, but a lot
of them are pretty fundamental, and I'm sure we would bust a lot of
important single player stuff while gutting the network code.
(Yes, we made some direction changes in Quake 3 since the original
announcement when it was to be based on the Quake 2 game and networking
with just a new graphics engine)
Probably won't see the fix in Quake 2, but at least the bug won't be in Quake 3. Removing the 10hz thing would also mean we can record demos at >10 fps. Now we won't see any more jerky explosive jumps.
Comments
Well, since there won't be any incoming Quake 2 demos for a while, I guess I can take a break. Might even find some time to complete qd100qlite and get Optic off my back :) Well, probably not since I have gotten myself caught in the mad co-op running craze too....